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group.lua
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--[[
Copyright (c) 2016-2018 Martin Jesper Low Madsen <martin@martinjlowm.dk>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
--]]
if not LibStub then return end
local AG = LibStub:GetLibrary('AnimationGroup-1.0')
if not AG then return end
if AG.AnimationGroup then return end
local AnimationGroup = AG:New('AnimationGroup')
--[[
Private
--]]
local function SetScript(self, handler, func)
if self.handlers[handler] then
self.handlers[handler] = func
else
self:_SetScript(handler, func)
end
end
--[[
API
--]]
function AnimationGroup:Play()
AG:SaveProperties(self)
self.reverse = false
self.finishing = false
self.order = 0
repeat
AG:PlayGroup(self)
if not self.playing then
self.order = self.order + 1
end
until self.playing or self.order == (AG.ORDER_LIMIT - 1)
if self.playing then
AG:Fire(self, nil, 'Play')
end
end
function AnimationGroup:Pause()
for _, animation in next, self.animations[self.order + 1] do
AG:Pause(animation)
end
AG:Fire(self, nil, 'Pause')
end
function AnimationGroup:Stop()
AG:StopGroup(self)
AG:Fire(self, nil, 'Stop')
end
function AnimationGroup:Finish()
self.finishing = true
end
function AnimationGroup:GetProgress()
local lowest_progress = 1
local anim_progress
for _, animation in next, self.animations[self.order + 1] do
anim_progress = animation.progress
if anim_progress < lowest_progress then
lowest_progress = anim_progress
end
end
return lowest_progress
end
function AnimationGroup:IsDone()
return self.done
end
function AnimationGroup:IsPlaying()
return self.playing
end
function AnimationGroup:IsPaused()
return self.playing and self.paused
end
function AnimationGroup:GetDuration()
return self.duration
end
function AnimationGroup:SetLooping(loop_type)
self.loop_type = loop_type
end
function AnimationGroup:GetLooping()
return self.loop_type
end
function AnimationGroup:GetLoopState()
return self.loop_state
end
function AnimationGroup:CreateAnimation(animation_type, name, inherits_from)
local animation = AG[animation_type]:Bind(CreateFrame('Frame', name))
animation.group = self
animation:SetParent(self)
animation.type = animation_type
animation.duration = nil
animation.progress = nil
animation.handlers = {
['OnLoad'] = true,
['OnPlay'] = true,
['OnPaused'] = true,
['OnStop'] = true,
['OnFinished'] = true
}
local default_smoothing = 'LINEAR'
animation.smoothing_type = default_smoothing
animation.smoothing_func = AG.Curves[default_smoothing]
if animation.__Initialize then
animation:__Initialize()
animation.__Initialize = nil
end
animation._SetScript = animation.SetScript
animation.SetScript = animation.__SetScript
animation.order = 0
table.insert(self.animations[animation.order + 1], animation)
return animation
end
--[[
Private
--]]
-- Make these functions local
function AnimationGroup:__Initialize(parent)
self.parent = parent
self:SetParent(parent)
self.loop_type = nil
self.loop_state = nil
self.duration = nil
self.playing = nil
self.paused = nil
self.done = nil
self.finishing = false
self.reverse = nil
self.order = 0
self.handlers = {
['OnLoad'] = true,
['OnPlay'] = true,
['OnPaused'] = true,
['OnStop'] = true,
['OnFinished'] = true
}
-- The original implementation claims to support up to 100 orders... yuck!
-- Lets keep it at 10 for sanity.
self.animations = { {} }
self.properties = {
alpha = nil,
width = nil,
height = nil,
point = {}
}
self._SetScript = self.SetScript
self.SetScript = SetScript
end